Method for facilitating user interactions in gaming environment

ABSTRACT

A method for facilitating user interactions. The method includes detecting a selection by a pointer device of a first character; detecting a movement of the pointer device towards a target object; presenting an indicator; detecting that the pointer device is within a predetermined distance of the target object; determining whether a job to be executed with respect to the target object is capable of being executed by the first character; highlighting the target object when the pointer device is within the predetermined distance and the first character is capable of executing the job; assigning the first character to the 10 target object; causing the first character to execute the job with respect to the target object; and updating a presentation of the target object to present a result of the executed job.

TECHNICAL FIELD

The present disclosure relates generally to a gaming environment, andmore specifically, to a method for facilitating user interactions in agraphical user interface of a gaming environment. Moreover, the presentdisclosure relates to a computing device for facilitating userinteractions in a graphical user interface of a gaming environment.Furthermore, the present disclosure also relates to software productsstored on non-transitory (non-transient) machine-readable data storagemedia, wherein the software products are executable upon computinghardware of a computing device to implement the aforesaid methods.

BACKGROUND

In recent years, the use of electronic devices, such as smartphones,tablets, etc., for the purpose of entertainment has gained popularity.One of the implementations of the electronic devices for entertainmentis their use as gaming systems for mobile gaming. An important aspect ofany gaming system implemented on an electronic device is an ease withwhich a user can interact with a user interface of a game to controlvarious operations of the game. Most of these electronic devicesincorporate touch-sensitive display screens, and the gaming applicationscan be controlled through such touch sensitive operations on suchdisplays.

Typically, strategy games have an object (like a character) that iscontrolled to complete various objectives or jobs of the game such ascollect rewards, build various structures and so forth. Conventionally,a particular character is allocated to perform a certain job, or in somecases a task, for a particular target. In such gaming systems, a commonway to allocate a particular character to a particular job is to firstselect the character and then select a target for which the job needs tobe performed, so that the character relocates to the selected target toperform the allocated job. This may also, sometimes, require the user toprovide more inputs if the desired target is not rendered on thedisplay, for example to drag and move game area on the display. Suchapproach requires the user to click or tap the user interface multipletimes which may be a bit cumbersome in some occasions especially inmobile gaming.

Furthermore, some game plays require that certain character can only beallocated to perform certain jobs related to the provided targets.Therefore, the user, after selecting the character, generally has tocheck whether the selected character can perform a desired job relatedto the target by trial and error approach, i.e. by subsequentlyselecting the target and waiting to see if there is any response; and incase it turns out that there is no response (e.g., when the character isnot eligible to perform the desired job), that would result in wastedeffort which could be frustrating for the user. Such user interactionsare generally legacy of desktop gaming which involve use of mouse orjoystick that only allows to click on an object in order to select thatobject, and thus may not be suitable for touch interactions based mobilegaming.

Another problem associated with graphical user interface pertaining tocurrent gaming systems is the occasional ambiguous association of aparticular character with a desired job associated with a particularlocation. In the conventional scenarios involving selecting thecharacter and then the target, the character might get moved to anundesired location thereby disrupting the gaming experience altogether.Furthermore, the conventional methods do not provide freedom to the userto move the character from one job to the other task while the job is inprogress. In other words, the conventional methods suffer fromnon-flexibility related to re-location of the characters orre-allocation of tasks to the different characters. This might lead toan unintuitive gaming experience for the user.

Furthermore, another problem associated with graphical user interfacepertaining to current gaming systems is that the development of acharacter or target object from one level to other level is timelinedriven, thereby leading to situations where lots of different timingparameters associated with different characters and target objects mustbe stored and maintained. This might lead to unexpected behaviour in agame which in turn leads to a bad user experience. For example,maintaining timings for jobs associated with different target objectsand different level upgrades might lead to errors which can cause thegame and/or game server to crash. Moreover, in a multiuser mode,different timings might lead to conflicts, particularly if multipleusers are contributing to a same job at a same period of time.

Therefore, in light of the foregoing discussion, there exists a need toovercome the aforementioned drawbacks and provide a better graphicaluser interface for a gaming system which facilitates user interactionsin a gaming environment.

SUMMARY

The present disclosure provides a method to facilitate user interactionswith a graphical user interface while playing a game on a computingdevice. The present disclosure seeks to provide more intuitive userinteractions associated with gaming on devices having a touch sensitiveuser interface. Specifically, the present disclosure provides a methodthat facilitates user interactions by providing an improved userexperience, by sensing and obtaining user inputs through touching orswiping operations performed on a graphical user interface. An aim ofthe present disclosure is to provide a solution that overcomes at leastpartially the problems encountered in prior art, and provides simple andintuitive user interaction for game environment, thereby enabling anenjoyable gaming experience.

In one aspect, an embodiment of the present disclosure provides acomputer implemented method, comprising:

-   -   detecting a selection by a pointer device of a first character        on a display of a computing device;    -   detecting a movement of the pointer device on the display        towards a target object on the display while maintaining the        selection of the first character;    -   presenting an indicator on the display while the pointer device        is in a selecting state and moved or being moved, an origin of        the indicator being disposed at an initial location of the first        character on the display and extending toward an end, the end of        the indicator corresponding to an end of the movement of the        first character or a current position of the first character on        the display, the indicator comprising a directional shape,        wherein the directional shape is configured to follow the        pointer device as it is moved from the initial position on the        display;    -   detecting that the pointer device is within a predetermined        distance of the target object;    -   determining whether a job to be executed with respect to the        target object is capable of being executed by the first        character;    -   highlighting the target object on the display when the pointer        device is within the predetermined distance and the first        character is capable of executing the job;    -   assigning the first character to the target object when the        selecting by the pointer device is released and the pointer        device is within the predetermined distance;    -   causing the first character to execute the job with respect to        the target object; and    -   updating a presentation of the target object on the display to        present a result of the executed job.

In another aspect, an embodiment of the present disclosure provides acomputing device comprising:

-   -   a display; and    -   a computing hardware operable to execute a software product,        wherein executing the software product results in generating and        rendering a graphical user interface on the display, the        graphical user interface being configured to facilitate user        interactions, the computing hardware, the software product and        the graphical user interface being implemented in a gaming        environment to:    -   detect a selection by a pointer device of a first character on        the display;    -   detect a movement of the pointer device on the display towards a        target object on the display while maintaining the selection of        the first character;    -   present an indicator on the display while the pointer device is        in a selecting state and being moved, an origin of the indicator        being disposed at an initial location of the first character on        the display and extending toward an end of the movement or a        current position of the first character on the display, the end        of the indicator comprising a directional shape, wherein the        directional shape is configured to follow the pointer device as        it is moved from the initial position on the display;    -   detect that the pointer device is within a predetermined        distance of the target object;    -   determine whether a job to be executed with respect to the        target object is capable of being executed by the first        character;    -   highlight the target object on the display when the pointer        device is within the predetermined distance and the first        character is capable of executing the job;    -   assign the first character to the target object when the        selecting by the pointer device is released and the pointer        device is within the predetermined distance;    -   cause the first character to execute the job with respect to the        target object; and    -   update a presentation of the target object on the display to        present a result of the executed job.

Embodiments of the present disclosure, substantially eliminate or atleast partially address the aforementioned problems in the prior art,and provide a method for facilitating user interactions with a graphicaluser interface and controlling game play in a gaming environment.

Additional aspects, advantages, features and objects of the presentdisclosure would be made apparent from the drawings and the detaileddescription of the illustrative embodiments construed in conjunctionwith the appended claims that follow.

It will be appreciated that features of the present disclosure aresusceptible to being combined in various combinations without departingfrom the scope of the present disclosure as defined by the appendedclaims.

BRIEF DESCRIPTION OF THE DRAWINGS

The summary above, as well as the following detailed description ofillustrative embodiments, is better understood when read in conjunctionwith the appended drawings. For the purpose of illustrating the presentdisclosure, exemplary constructions of the disclosure are shown in thedrawings. However, the present disclosure is not limited to specificmethods and instrumentalities disclosed herein. Moreover, those skilledin the art will understand that the drawings are not to scale. Whereverpossible, like elements have been indicated by identical numbers.

Embodiments of the present disclosure will now be described, by way ofexample only, with reference to the following diagrams wherein:

FIG. 1 is a schematic illustration of a block diagram of a system forfacilitating user interactions in a gaming environment, in accordancewith an embodiment of the present disclosure;

FIG. 2 is a graphical representation of a game field rendered on adisplay of a computing device, in accordance with an embodiment of thepresent disclosure;

FIG. 3 is a graphical representation of a game field around a home areaof an active user as rendered on the display of the computing device, inaccordance with an embodiment of the present disclosure;

FIGS. 4A-4D are graphical representations of a game field around a homearea of an active user depicting successively the steps involved inallocation of a job related to a target object to a character object asrendered on the display of the computing device, in accordance withvarious embodiments of the present disclosure;

FIGS. 5A-5B are graphical representations of a game field depictingsuccessively the steps involved in cumulative allocation of a jobrelated to a target object to a first character and at least one othercharacter as rendered on the display of the computing device, inaccordance with various embodiments of the present disclosure;

FIG. 6 is a graphical illustration of a user interface rendering a skilllevel tree to be unlocked by character objects, in accordance with anembodiment of the present disclosure; and

FIG. 7 is an illustration of a flowchart of a method for facilitatinguser interactions in a gaming environment, in accordance with anembodiment of the present disclosure.

In the accompanying drawings, an underlined number is employed torepresent an item over which the underlined number is positioned or anitem to which the underlined number is adjacent. A non-underlined numberrelates to an item identified by a line linking the non-underlinednumber to the item. When a number is non-underlined and accompanied byan associated arrow, the non-underlined number is used to identify ageneral item at which the arrow is pointing.

DETAILED DESCRIPTION OF EMBODIMENTS

The following detailed description, illustrates embodiments of thepresent disclosure and ways in which they can be implemented. Althoughsome modes of carrying out the present disclosure have been disclosed,those skilled in the art would recognize that other embodiments forcarrying out or practising the present disclosure are also possible.

In one aspect, an embodiment of the present disclosure provides acomputer implemented method, comprising:

-   -   detecting a selection by a pointer device of a first character        on a display of a computing device;    -   detecting a movement of the pointer device on the display        towards a target object on the display while maintaining the        selection of the first character;    -   presenting an indicator on the display while the pointer device        is in a selecting state and being moved, an origin of the        indicator being disposed at an initial location of the first        character on the display and extending toward an end of the        movement or a current position of the character, the end of the        indicator comprising a directional shape, wherein the        directional shape is configured to follow the pointer device as        it is moved from the initial position on the display;    -   detecting that the pointer device is within a predetermined        distance of the target object;    -   determining whether a job, or in some cases a task, to be        executed with respect to the target object is capable of being        executed by the first character;    -   highlighting the target object on the display when the pointer        device is within the predetermined distance and the first        character is capable of executing the job;    -   assigning the first character to the target object when the        selecting by the pointer device is released and the pointer        device is within the predetermined distance;    -   causing the first character to execute the job with respect to        the target object; and    -   updating a presentation of the target object on the display to        present a result of the executed job.

In another aspect, an embodiment of the present disclosure provides acomputing device comprising:

-   -   a display; and    -   a computing hardware operable to execute a software product,        wherein executing the software product results in generating and        rendering a graphical user interface on the display, the        graphical user interface being configured to facilitate user        interactions, the computing hardware, the software product and        the graphical user interface being implemented in a gaming        environment to:    -   detect a selection by a pointer device of a first character on        the display;    -   detect a movement of the pointer device on the display towards a        target object on the display while maintaining the selection of        the first character;    -   present an indicator on the display while the pointer device is        in a selecting state and being moved, an origin of the indicator        being disposed at an initial location of the first character on        the display and extending toward an end of the movement or a        current position of the character, the end of the indicator        comprising a directional shape, wherein the directional shape is        configured to follow the pointer device as it is moved from the        initial position on the display;    -   detect that the pointer device is within a predetermined        distance of the target object;    -   determine whether a job to be executed with respect to the        target object is capable of being executed by the first        character;    -   highlight the target object on the display when the pointer        device is within the predetermined distance and the first        character is capable of executing the job;    -   assign the first character to the target object when the        selecting by the pointer device is released and the pointer        device is within the predetermined distance;    -   cause the first character to execute the job with respect to the        target object; and    -   update a presentation of the target object on the display to        present a result of the executed job.

The present disclosure provides a computing device for executing agaming environment. The computing device comprises a display and acomputing hardware. The computing hardware is operable to execute asoftware product, which results in generating and rendering a graphicaluser interface on the display. In the present disclosure, the computingdevice, along with its computing hardware, the software product and thegraphical user interface, are implemented to execute the said method tofacilitate user interactions in the gaming environment. Examples of thecomputing device include, but are not limited to, mobile phones, smarttelephones, Mobile Internet Devices (MIDs), tablet computers,Ultra-Mobile Personal Computers (UMPCs), phablet computers, PersonalDigital Assistants (PDAs), web pads, Personal Computers (PCs), HandheldPCs, laptop computers, desktop computers, Network-Attached Storage (NAS)devices, large-sized touch screens with embedded PCs, and interactiveentertainment devices, such as game consoles, Television (TV) sets andSet-Top Boxes (STBs).

In some examples, the gaming environment incorporates a plurality ofcomputing devices that are coupled in communication with a server via acommunication network. The graphical user interfaces are generatedtemporally concurrently on displays of the plurality of computingdevices, to facilitate interactions of a plurality of users with thegraphical user interfaces. Beneficially, the graphical user interfacesgenerated on the plurality of computing devices are coordinated andsynchronized through the server, and updated on the plurality ofcomputing devices concurrently with time. Herein, the communicationnetwork can be a collection of individual networks, interconnected witheach other and functioning as a single large network. Such individualnetworks may be wired, wireless, or a combination thereof. Examples ofsuch individual networks include, but are not limited to, Local AreaNetworks (LANs), Wide Area Networks (WANs), Metropolitan Area Networks(MANs), Wireless LANs (WLANs), Wireless WANs (WWANs), Wireless MANs(WMANs), the Internet, second generation (2G) telecommunicationnetworks, third generation (3G) telecommunication networks, fourthgeneration (4G) telecommunication networks, and WorldwideInteroperability for Microwave Access (WiMAX) networks. Additionally, oralternatively, the computing devices may use their own Bluetooth®network, and connect to a Bluetooth® server, to synchronize with otherelectronic devices. The network environment may be implemented invarious ways, depending on various possible scenarios. In one examplescenario, the network environment may be implemented by way of aspatially collocated arrangement of the server and the database. Inanother example scenario, the network environment may be implemented byway of a spatially distributed arrangement of the server and thedatabase coupled mutually in communication via the communicationnetwork. In yet another example scenario, the server and the databasemay be implemented via cloud computing services.

In the present examples, the gaming environment can be one of an actiongame, a role-playing game (RPG), a strategy game, a shooting game, apuzzle game and the like. For the purpose of the present disclosure, thegaming environment is a strategy game. It will be appreciated that suchgaming environment may include a game field that is rendered in thegraphical user interface. In an embodiment, the gaming environment mayincorporate multiple users, such that each user is provided withrespective home areas in the game field. Further, the game field mayinclude a common area which is accessible to all the users associatedwith the gaming environment. Herein, the users of the gaming environmentcan develop the common area commonly. Furthermore, the gamingenvironment may include one or more character objects, one or moretarget objects, one or more resource objects, one or more base objects,one or more storage objects, etc., which may be distributed throughoutthe game field as rendered in the graphical user interface. Generally,each of the users may be provided with at least one of each of thelisted objects in their respective home areas for executing the gameplay. During the game play, the user generally controls the one or morecharacter objects to interact with others of these listed objects toaccomplish various tasks and achieve various goals required forprogression of the game play.

Throughout the present disclosure, the term “character object” as usedherein refers to an object which can be independently controlled in thegame filed. The character object may be an animated character or anavatar in the game field that is controlled by a user of the computingdevice. The one or more character objects may include, but do not limitto, a graphical representation of a worker, a builder, a soldier or anyother person or even an animal or fictional character controllable inthe game. The character object may possess various capabilities thatallow the character object to perform various jobs, tasks and actionsthat are used to accomplish a goal. In an example, the character objectis able to perform various actions such as move from one location to theother, pick up and move objects from one location to another, retrieveresources. In further example, the chapter object is able to complete ajob such as building and upgrading structures, and the like. In furtherexample character object is able to perform a task such as building apart of a house. Generally, as the terms are used herein, a task can bean action or activity that is performed or completed as part of a job.Hereinafter, sometimes, the term “character” has been interchangeablyused with the term “character object” without any limitations.

The term “target object” as used herein refers to an object in the gamefield onto which an action can be taken. The target object can be anexisting building or an incomplete (or an under-construction) structurein the game field. Examples of the target object include, but are notlimited to, a house, a library, a military installation, a building, awall etc. Generally, the target object can be any form of infrastructurewhich may help the user to achieve some goals in the game play. Herein,a job with respect to the target object may involve upgrading anexisting target object (such as, upgrading from a small library to alarge library or upgrading a house from a one level to another level),constructing a new building (such as, using resources to build a newlibrary), and so forth. The job is taken by the user and involvesallocating one or more of the character objects towards the targetobject.

The term “resource object” as used herein refers to an object present inthe game field from which the user can retrieve resources as requiredfor undertaking a job related to the one or more target objects. Exampleof resources include, but not limited to, a piece of wood, a stone, abrick, etc. Herein, the resource object may be a forest (like acollection of trees) from which “wood” as a resource can be retrieved(action); which in turn can be used for undertaking job related to atarget object (such as, constructing a building or the like). In thegame play, the user can allocate one or more character objects towardsthe resource object to retrieve resources therefrom. Furthermore, someresource objects can provide a predetermined resource which can help thecharacter object to execute a task related to a target object withincreased speed in comparison to when the character object have notacquired the said predetermined resource.

The term “base object” as used herein refers to an object in the homearea of the game field in which the corresponding user can send the oneor more of its character objects periodically to rest in order toreplenish at least some of energy lost while executing any of theallocated jobs, actions or task related to one or more target objectsthereby.

The term “storage object” as used herein refers to an object in the homearea of the game field in which the corresponding user can store theresources as retrieved from the one or more resource objects. The usercan control one or more character objects that have been allocated toany of the resource objects (to retrieve resources) to transport one ormore of the retrieved resources to the storage object for storage of theresource therein. The stored resource can be helpful in the game play,as the user can utilize the stored resource directly for use inexecution of a corresponding task related to the target object, withoutthe need of retrieving or collecting the resource beforehand therefor.

In an embodiment, the character objects are characterized by a skilllevel of each of the character object. The skill level of each of thecharacter object is a measure of efficiency of the character object. Inan example, the first character object can have a first skill level anda second character object can have a second skill level. Notably, theskill level is a function of how efficiently each of the characterobjects can perform a task (or sequence of tasks) of a job towards atarget object. For example, a first character with higher skill levelmay be able to perform a single task related to a job for a targetobject in a first period of time and a second character object withrelatively lower skill level may be able to perform the same taskrelated to a job for the target object with a second period of time,where the first period of time is shorter than the second period of timedue to the variation in the skill levels of the corresponding characterobjects.

In one embodiment, a character object can improve their current skilllevel to another skill level. For example, if the character objectobtains or is assigned a resource, such as a tool, that allows the taskor job to be completed more efficiently or faster, the skill level canimprove. For example, if the character object is cutting woods,obtaining a power saw in place of a hand saw, can improve the skilllevel. Similarly, if the character object obtains a resource that causesthe character object to perform a task less efficiently, or slower, theassigned or current skill level can be downgraded.

In some implementations, the user interface may also provide a firstcharacter indicator which displays information pertaining to the firstcharacter. The information comprises one or more of a name of the firstcharacter, an energy level of the first character, a skill level of thefirst character and information about predetermined resources (such as,tools) possessed by the first character.

Additionally, the game field may also comprise one or more obstacles,such as walls, to restrict movement of the one or more objects tospecific areas within the game field. Optionally, the game fieldcomprises one or more elements, such as stars, health pick-ups orammunition pick-ups, to provide assistance to the user and/or increase ascore associated with performance of the player. Moreover, the userinterface may also present one or more indicators to provide informationto the player, such as information associated with a score of the gameor health of the objects. In some examples, the graphical objects arerepresented by different shapes and/or different colours. In otherexamples, the graphical objects are represented by different symbols,for example, such as different alphabets.

In some examples, the user interface also comprises various signs, suchas a first sign displaying a name of the active user, a second signdisplaying a number of resources available with a selected characterobject at a given instant of time, a third sign displaying a number ofenergy refills units available for use, a fourth sign displaying anumber of rewards collected by the character object, etc. Furthermore,the user interface comprises various icons, such as a first icon to aidthe user to navigate the character object in the game field, a secondicon to present a chat box to the active user for enabling the activeuser to interact with various other users in the gaming environment, athird icon to select one of the available predetermined resource for thecharacter object and the like.

The present computer implemented method comprises detecting a selectionby a pointer device of a first character on the display of the computingdevice. In the gaming environment, the user may select the firstcharacter to subsequently make the first character undertake a certainjob or action or task, related to the game play. In one or moreexamples, when the user selects the first character, the firstcharacter, as rendered in the graphical user interface on the display,may get highlighted, for example by forming a light ring around thefirst character, or making the first character relatively larger orbrighter as compared to other character objects in the game field, orthe like.

For making a selection, a user of the computing device employs thepointer device, e.g., one or more of his/her fingers (or a stylus) andperforms touching operations at one or more locations in the graphicaluser interface as rendered on the display. Herein, the display is aninput-output device configured to detect an input corresponding toclicking, tapping and swiping movement of the pointer device overthereof. In one or more examples, the display is a multi-touch sensitivescreen, capable of sensing touching or swiping operations performed atmultiple points on the screen simultaneously. Furthermore, instead ofusing fingers, the swiping operation can also be performed through amouse, by pointing and tapping the mouse initially at a point on thedisplay, dragging the pointer on the screen along the desired path,through the mouse, and finally releasing the mouse at the finalposition. Additionally, any other display sensitive device or an organ,e.g., a pen or any substantially pointed article, can be used as apointer device for performing the touching or the swiping operation onthe display.

For the purposes of the present disclosure, the display is atouch-sensitive display; however, it will be appreciated by a personskilled in the art that the disclosed embodiments can be implemented onother display types with suitable input devices without any limitations.Optionally, the touch-sensitive display is configured to sense apressure applied by the pointer device, including finger or any othertouch-sensitive object. In one example, the touch-sensitive display maybe a capacitive touch screen that is operable to detect changes incapacitance. In another example, the touch-sensitive display may be aresistive touch screen that is operable to detect changes in resistance.In yet another example, the touch-sensitive display is an optical touchscreen that is operable to detect changes in reflectivity.

The present computer implemented method further comprises detecting amovement of the pointer device on the display towards a target object onthe display while maintaining the selection of the first character. Thatis, upon detecting the inputs by the user, the software product, whenexecuted on the computing hardware, is configured to identify a gesturerelated to the inputs by the pointer device on the graphical userinterface as provided by the user. The gesture may take into account atleast one of: a force applied by the user, a pressure applied by theuser, a speed with which the pointer device was moved, a duration forwhich the gesture was applied, and/or a position on the touch-sensitivedisplay screen where the gesture was applied. Consequently, the softwareproduct, when executed on the computing hardware, is configured toanalyse the gesture, and to apply an appropriate action corresponding tothe gesture. In the present examples, the graphical user interfacesenses the touching or swiping operation, and the software productcorresponding to the game, executes actions pertaining to the performedtouching operation on different objects in the graphical user interface.

The present computer implemented method further comprises presenting anindicator on the display while the pointer device is in a selectingstate and being moved, an origin of the indicator being disposed at aninitial location of the first character on the display and extendingtoward an end of the character movement or a current position of thecharacter on the display, the end of the indicator comprising adirectional shape, wherein the directional shape is configured to followthe pointer device as it is moved from the initial position on thedisplay. Herein, the indicator is rendered in real-time in the graphicaluser interface on the display in the form of an arrow with its tailbeing at an initial point in the game field where the first characterwas located when the same was selected by the pointer device and thearrow head being at an end point in the game field where the pointerdevice is moved to, while in contact with and not released from thedisplay. The arrow head generally points in a direction of movement ofthe pointer device from the initial point to the end point. The renderedindicator provides a useful visual reference for the user indicating anaction that has been taken by the user for moving the first characterfrom one location to another location in the game field.

The present computer implemented method further comprises detecting thatthe pointer device is within a predetermined distance of the targetobject. For this purpose, the computing hardware may determine adistance (like pixel distance corresponding to particular zoom level ofthe game field) of the end point of the indicator from all of the targetobjects in the game field as rendered in the graphical user interface,and identify target objects that are within the predetermined distance(i.e. the target objects for which the distance between the end pointand thereof is less than the predetermined distance). Herein, thepredetermined distance may be a threshold distance for selecting targetobjects for which action can be taken based on the selection of thefirst character and the gesture of the user in the graphical userinterface on the display.

The present computer implemented method further comprises determiningwhether a job to be executed with respect to the target object iscapable of being executed by the first character. As discussed, each ofthe character objects is capable of performing one or more particularjobs related to one or more of target objects. For instance, the firstcharacter may be a “worker”; and in such case, the first character maybe capable of executing wood-work related to any of the target objectsfor construction or upgradation thereof; however, the same firstcharacter may not be capable of executing military work, such asattacking a target object like an enemy post, for which the firstcharacter may need to be “soldier” or the like or the same firstcharacter may not be capable of executing farming work, such asharvesting wheat or fishing.

The present computer implemented method further comprises highlightingthe target object on the display when the pointer device is within thepredetermined distance and the first character is capable of executingthe job. That is, if it is determined that the selected first characteris capable of executing given job for at least one target object frommultiple target objects present within range of the predetermineddistance from the end point of the indicator, then that at least onetarget object is highlighted so as to provide a visual indicator to theuser that the selected first character can be employed for performinggiven job for that particular at least one target object. This featureeliminates the need of the trial and error on the part of the user toindividually check multiple target object to determine whether theselected first character is capable of executing any job related to thattarget object. It will be appreciated that this feature provides a moreintuitive game play for the user as compared to the conventional userinterfaces which require user to check multiple objects by clicking ortapping on one or more of those objects to possibly find that theselected character is not capable of executing any job related to thatobject, which in turn could be a frustrating experience for the user.

The present computer implemented method further comprises assigning thefirst character to the target object when the selecting by the pointerdevice is released and the pointer device is within the predetermineddistance. In the present implementation, when the desired executabletarget object has been highlighted, the user may choose to simplyrelease the pointer device from contacting the display and the targetobject is selected automatically. In case, two or more target objectsare executable by the selected first character and are beinghighlighted, then the user may further extend the pointer device (fromthe end point) towards a desired target object (for which action isdesired to be taken) of the two or more highlighted target objects suchthat now only the desired target object is within the predetermineddistance and is being highlighted (and other of the two previouslyhighlighted target objects is no longer highlighted), and then the usermay release the pointer device to assign the first character to thedesired target object. It may be appreciated that the present disclosureallows the user to take an action pertaining to movement of the firstcharacter from one location to another location in the game field bymore intuitive swipe gesture, rather than by employing multiple clicksor taps on the display (i.e. first tapping at the initial point, andsubsequently tapping at the end point) which is cumbersome andunintuitive.

The present computer implemented method further comprises causing thefirst character to execute the job with respect to the target object.That is, once assigned the first character initiate the given jobrelated to the target object. For instance, if the selected firstcharacter is a “worker” and the assigned target object is a library,then the first character may complete work related to, say, upgrading ofthe library.

The present computer implemented method further comprises updating apresentation of the target object on the display to present a result ofthe executed job. For instance, in case of the assigned job to the firstcharacter is to upgrade the target object; thus when the assigned jobhas been executed by the first character, then presentation of thetarget object is updated, for example by re-rendering an increase in asize of the target object in the graphical user interface on thedisplay, such as from previously small in size to now comparativelylarge in size.

Optionally, assigning the first character to execute the actioncomprises causing the first character to reposition from the initiallocation to a position near the target object. Repositioning of thefirst character from the initial location to a position near the targetobject displayed at a second spatial position on the graphical userinterface is configured to result in changing the spatial position ofthe first character from the first spatial position (i.e. initiallocation) to the second spatial position (i.e. near the location of thetarget object). In other words, when the first character is assigned atask related to a target object, then the first character may move fromits initial location to a location near the target object.

Optionally, causing the first character to execute the action furthercomprises causing the first character to reposition from the targetobject to a resource object, the resource object being configured toprovide resources for the first character to execute at least one taskof the job at the target object. For example, in case the firstcharacter is assigned a job of upgrading a target object, like alibrary, and the assigned job required a resource like wood; thus whenthe first character may have exhausted available wood resources, thenfor continuing the assigned job, the game play may require that thefirst character finds more wood resources. Accordingly, the firstcharacter is made to switch from the job of upgrading the target objectto a job (or action) of retrieving wood resources by assigning the firstcharacter to the resource object like the forest. Therefore, the aspectsof the disclosed embodiments are configured to reposition the firstcharacter from the target object to the appropriate resource object forretrieving the needed resource.

Optionally, the computer implemented method further comprises causingthe first character to retrieve at least one resource related to the jobfrom the resource object and transport the at least one resource fromthe resource object to the target object. For instance, in the abovedescribed situation, after the wood resources have been retrieved, thefirst character may relocate itself from the resource object (forest)back to the target object (library) to transport the retrieved woodresources thereto in order to be used thereby for continuing theassigned task of upgrading the target object using the retrieved woodresources.

Optionally, the computer implemented method further comprises causingthe first character to execute at least a portion of the job withrespect to the target object with the at least one resource. Forinstance, in the above described situation, the first character utilizesthe retrieved wood resources to complete at least as much of the task ofupgrading the library as possible with the retrieved wood resources.

Optionally, the computer implemented method further comprises causingthe first character to return to the resource object to retrieve atleast one other resource from the resource object if the job to beexecuted is not complete. For instance, in the above describedsituation, if the job of upgrading of the library is still not completewith the previously retrieved wood resources, further wood resources areneeded for its completion, the first character is made to return back tothe resource object (in this case, the forest) to retrieve more woodresources. It may be appreciated that the cycle of returning back to theresource object to retrieve more resources may continue in loop till theassigned job related to the target object is completed.

Optionally, the computer implemented method further comprises causingthe first character to relocate to a base object periodically from thetarget object while executing the job. As discussed, the base object isa place where the first character can be relocated to rest in order toreplenish at least some of the energy lost while executing any of theallocated tasks related to the target object thereby. As discussed, thegraphical user interface provides a first character indicator whichdisplays information pertaining to the first character. The informationcomprises one or more of a name of the first character, an energy levelof the first character, a skill level of the first character,information about predetermined resources (such as, tools) possessed bythe first character, and the like. The user may check for energy levelof the first character and if finds that the energy level may not besufficient to carry on with the assigned task, then the user may chooseto relocate the first character from the target object to the baseobject to replenish the energy level thereof. In some examples, if theenergy level falls below a predefined threshold, the first character mayautomatically be relocated from the target object to the base object.

Optionally, the computer implemented method further comprises presentinga timer device on the display, the timer device being configured topresent an elapsed time of execution of the job. In an embodiment, thetimer device may be rendered proximal to the first character indicatorrelated to the first character. In an implementation, as soon as theuser assigns a job related to a target object to the first character,the corresponding timer device starts a clock in order for the user tocheck for time taken for the job being executed. The timer devicefacilitates the user to better plan for time allocation for various jobsin the game play. Alternatively the timer device on the display can beconfigured to present an indication of how much of the job has beendone/completed i.e. for example how much of the job is done or is stillpending.

Optionally, the job comprises a predetermined number of tasks, andwherein a single task of the predetermined number of tasks is configuredto require a predetermined amount of time. For example, a job ofupgrading of a target object may be defined as one job which in turn mayinvolve one or more tasks to be performed for its completion. In thepresent implementation, each of the tasks may be defined to require apredetermined amount of time (in consideration of a skill level of thefirst character), such that the total time period needed for completionof the job related to the target object is a sum of time periods neededfor executing each of the individual tasks. Further, in someimplementations, each of target object level is assigned a projectdefinition. The project definition defines an amount of resources neededto complete, for example, upgrading of the target object from a currentlevel to a next level thereof i.e project definition defines parametersand constrains for completing a job. As an example, upgrading of a house(as a target object) from a first level to a second level may require 50resources of wood. Therefore, the assigned job related to the targetobject can only be completed once the required number of resources areavailable, either at one instant of time or in parts. This approachprovides a time scale as each character object has a rate at which itneeds to perform a single task related to a target object using aresource. This way the rate at which each job is performed can becontrolled by controlling the rate execution of a single task. Also thisway it is possible to have two or more character objects to contributeto a job involving multiple tasks for a target object, without the riskof time conflicts. In a further example a job comprises for example 20tasks of a first type. In this example task of the first type isrepeated 20 times in a row to complete the job. A first character objectmight have a first skill (character object definition parameter) levelto complete one of the first type of tasks in 2 seconds. Thus time tocomplete the job is 20×2 sec=40 sec. A second character object mighthave a second skill level to complete one of the first type of tasks in1 second. Thus time to complete the job is 20×1 sec=20 sec for thesecond character object. If both character objects are allocated to thejob the time to complete the job is 7 seconds. The first characterobject is able to do in said time 14 tasks of the first type and thesecond character object 7 tasks of the first type. The embodiment alsoenables to control timing of completing any other job type such asharvesting resources (such as fishing, cutting wood, harvesting wheat).As an example fishing of 20 kg of fish might require capturing 10 (task)fish each fish being 2 kg. A character object skill level might be to beable to capture one fish per minute. Thus the character object couldcomplete the job of fishing 20 kg of fish in 10 minutes. The embodimentalso gives flexibility for user to allocate character objects in moremeaningful way thus making experience more pleasant. This embodiment ofsplitting each job to tasks enables to control timing of target levelobject upgrades in a manner which is less borne to errors thanallocating separate timers each job. Embodiment of allocating timers astask based (and skill level/character object based) is more flexible wayof managing computer implemented method/device than allocating timers toeach job.

Optionally, the first character has a predefined skill level, thepredefined skill level defining a first time required for the firstcharacter to complete a task of the job. That is, each of the characterobjects, including the first character, is defined to have a certainskill level, and the amount of time taken by the character object tocompete a given task is based on the skill level thereof. In someexamples, the skill level of a particular character object may bedefined for each of the different categories or types of tasks that maypossibly be required to be executed by the character object at any stageof the game play. It may be appreciated that a character object with ahigher skill level would be able to complete a given task faster thananother character object with relatively lower skill level. Benefit ofthis approach is further to enable more flexible ways to control timingsrelated to completing a task (thus timings related to completing a jobor a project). In an embodiment character object definition module isused to maintain and update skill levels of each of the characterobjects on a task by task basis, and in some cases a resource byresource basis.

Optionally, the computer implemented method further comprises increasinga skill level of the first character, wherein increasing the skill levelof the first character causes the first character to perform the task ina second time, the second time being less than the first time. In someimplementations, the skill level of the first character may be increasedby investing in learning of the first character which can be done byspending on learning resources, like coins; or by upgrading learninginstitutes like a library. Further, in some implementations, the skilllevel of the first character may automatically be increased over timeonce the first character has been involved in carrying out certainnumber of tasks during the game play. As a further example eachcharacter objects associated with a player might benefit of upgradingthe learning institute like a library. The skill level of the characterobjects can be increased as the library is upgraded. The library can beconfigured to provide dedicated learning for different tasks. Forexample a learning level on how to complete a fishing task might beimproved. The learning level can be optionally allocated to a onecharacter object or to two or more character objects.

Optionally, the computer implemented method further comprises increasinga speed with which the first character is configured to execute the taskwhen the first character acquires a predetermined resource from theresource object. Herein, the predetermined resource may be a tool, suchas an axe or a hammer, which may aid the first character in relativelyfaster execution of one or more tasks related to the target object; oran equipment, such as a fishing rod, which may aid the first characterto retrieve resources relatively faster. The predetermined resource maybe acquired from a resource object, like a tool repository, such thatthe tools may be unlocked based on the game play and/or if the userspends some resources, like coins, to purchase the said predeterminedresource. Additionally/alternatively learning level/skill level canrefer to capability of a character object to use such a resource. Forexample when upgrading a library a character objects might then be ableto use a fishing net in addition to the fishing rod.

Optionally, the computer implemented method further comprises causingthe first character to transport at least one item that is a result of atask to a storage object. For instance, the task may be related toretrieving one or more resources from a resource object. As discussed,if the first character has concurrently been assigned to a job relatedto a target object, then the retrieved resources may be utilized incompletion of the job related to the target object if the retrievedresources are suitable for the purpose. However, otherwise, theretrieved resources from the resource object may be stored in thestorage object, such as a warehouse, for later quick retrieval and usageas per the requirement.

Optionally, the computer implemented method further comprises causingthe first character to retrieve an item from the storage object andtransport the item to a second target object and causing the firstcharacter to execute an action on the second target object with theitem, wherein a presentation of the second target object is updated onthe display to reflect the executed action. That is, during the gameplay, if the first character is assigned a job related to the secondtarget object which may require some items (including resources) alreadyavailable and stored in the storage object (e.g., extra resources thatmay have not been utilized in execution of a task related to the firsttarget object), then the first character may directly retrieve theavailable items from the storage object for executing the job related tothe second target object, without the need of retrieving resources froma resource object. This reduces the amount of time needed for executionof job related to the second target object, thus increasing thecompetitive edge for the corresponding user in the game play.

Optionally, the computer implemented method further comprises detectinga selection by a pointer device of at least one other character on thedisplay of the computing device; detecting a movement of the pointerdevice on the display towards the target object on the display whilemaintaining the selection of the at least one other character;presenting an indicator on the display while the pointer device is inthe selecting state and being moved, an origin of the indicator beingdisposed at an initial location of the at least one other character onthe display and extending toward an end of the movement or a currentposition of the character, the end of the indicator comprising adirectional shape, wherein the directional shape is configured to followthe pointer device as it is moved from the initial location of the atleast one other character on the display; detecting that the pointerdevice is within the predetermined distance from the target object;determining whether the at least one other character is capable ofexecuting a task for the job related to the target object; highlightingthe target object on the display when the pointer device is within thepredetermined distance and the job is capable of being executed by theat least one other character; assigning the at least one other object tothe target object when the selecting by the pointer device is releasedand the pointer device is within the predetermined distance; and causingthe at least one other character to execute the job with respect to thetarget object. It may be appreciated that the listed user interactionsherein for assigning a job related to a target object to the at leastone other character are generally similar to the user interactions asdescribed in the preceding paragraphs for assigning a job related to atarget object to the first character. Further it may be appreciated thatadvantages associated the intuitive user interactions (as described inthe preceding paragraphs) are also applicable for these types of userinteractions in the game play.

Optionally, the task executed by the first character and the taskexecuted by the at least one other character are cumulatively executedwith respect to job associated with the target object. That is, if boththe first character and the at least one other character have beenassigned to execute corresponding tasks related to a same job towards atarget object, then the corresponding executed tasks may be cumulativelyadded towards the progression of completion of the job for that targetobject. For example, assuming both the first character and the at leastone other character are at same skill level, and generally if executionof all the tasks related to the job for the target object may take ‘X’units of time when assigned to a single character object only, then incase of assignment of both the first character and the at least oneother character may result in completion of the job in ‘X/2’ units oftime.

Optionally, the task executed by the first character is different fromthe task executed by the at least one other character. That is, in thepresent implementations, it may be possible to assign different types oftasks related to a single job for a target object to different characterobjects without any limitations. This may particularly be resourceful ina situation where the first character and the at least one othercharacter have different skill sets so that the two characters can beassigned different tasks based on their skill set for faster executionof the respective tasks.

Optionally, the first character is configured to execute and complete afirst task or task type for the target object within a firstpredetermined time period and the at least one other character isconfigured to execute and complete a second task or task type for thetarget object within a second predetermined time period. In other words,if different types of tasks related to a single job for a target objectare assigned to different character objects such as the first characterand the at least one other character (for example), it may be possiblethat the first character may execute the corresponding task in differentamount of time (faster or slower) as compared to an amount of time takenby the second character for completing its corresponding task.

Optionally, updating the presentation of the target object on thedisplay to present a result of the executed job further comprisesdetermining that a predetermined number of tasks of the job have beenexecuted; and updating the presentation of the target object from afirst level to a second level when the predetermined number of tasks arecompleted within a predetermined time period for the job. That is, forexample, the software, as implemented on the computing hardware, maykeep track of whether the predetermined number of tasks related tocompletion of the job related to a target object have been executed, andonly if that is true may render the graphical user interface to updatethe presentation of the target object from the first level to the secondlevel.

In an example game play, the user's object is to develop his home area(for example a town or village) from an initial status to a moredeveloped status. The example game play can be co-operative play wherethe player receives benefits by helping other users to develop theirhome area as well. The players might gain benefits also by developingcommon areas. Two or more players developing their home areas might beconfigured to form a nation. There might be plurality of differentnations throughout the game environment.

The home area (your town) is developed by upgrading target objects(houses for example) from a first level to a second level. As the gameprogresses the town will have more and more houses. Also number ofcharacter objects which the user can control can increase as the gameadvances.

The town in an example game has a library object. Upgrading the libraryobject brings benefits to entire town. All or some of the skills whichare being developed in the upgrading the library can be used by all orsome of the character objects. This further helps user to develop thetown faster. For example, when a character object completes a task, orpart of a task, they can be determined to have experience in performingthe task. Experience can be used to improve upon or increase skilllevel.

The town area might have resource objects such as forest which characterobjects can harvest. The town can have resources like a pumpkin fieldfor the character objects of the home town to get food from (e.genergy). Some of the character objects might have a skill set ofharvesting fields, while some might have skills related to fishing. Theskill set can be based on an initial assigned skill set or a skill setthat is developed by executing tasks in that regards. The characterobjects can be configured to have residence in their “own” houses andalso perform some jobs autonomously.

One purpose of the game can be leisure, wherein the user of the gametargets to spend time with the game and others playing the game. Anexample game might include possibility to interact with other usersusing a game terminal. In some embodiments the game can comprise payableitems which can be used to help in developing the home area further. Anexample might be the purchase of extra skills, resources (tools) orboosting execution time of a task, etc.

One of the targets of the game can be to develop a nation comprising twoor more home areas as an entity. Such an entity will have over time, forexample, thousands of character objects, target objects and ongoingjobs. There may also be several nations in a game. Thus total number ofobjects and jobs in an overall game system can be millions or billionsdepending on number of users.

DETAILED DESCRIPTION OF THE DRAWINGS

Referring to FIG. 1, there is shown a schematic illustration of blockdiagram of a system 100, in accordance with an embodiment of the presentdisclosure. As illustrated, the system 100 comprises a computing device102, a server arrangement 104 and a communication network 106. Thecomputing device 102 is communicatively coupled to the serverarrangement 104 via the communication network 106. As shown, thecomputing device 102 includes a display 108. The display 108 provides auser interface for rendering graphical elements, objects, game field andso forth. Notably, the display 108 is touch sensitive to receive auser-input from a selector 110. In the illustrated example, a game field111 is displayed on the user interface of the computing device 102. Thegame field 111 comprises a first character object 112 and a secondcharacter object 114. The first character object 112 can be a first gamecharacter. The second character object 114 can be a second gamecharacter. Furthermore, the game field 111 comprises one or more targetobjects such as a first target object 116, a second target object 118,and a third target object 120. Herein, the selector 110 is utilized bythe user to move one or more character objects, including the firstcharacter object 112 and the second character object 114, to navigatethe game field 111 so as to move towards one or more of the targetobjects as required.

Referring to FIG. 2, there is shown a graphical representation of a gamefield 200 as would be rendered in a graphical user interface on adisplay (such as the display 108 of FIG. 1) of a computing device (suchas the computing device 102 of FIG. 1), in accordance with an embodimentof the present disclosure. Herein, the graphical user interfaceincorporates multiple users, namely A, B, C and D for game play. Therendered game field 200 comprises respective home areas associated witheach of the user. For example, the first user A is in control of homearea 202, the second user B is in control of home area 204, the thirduser C is in control of home area 206, and the fourth user D is incontrol of home area 208. Furthermore, the users A, B, C and D areassociated with a common area 210. The common area 210 is accessible toeach of the users A, B, C and D, and the users A, B, C and D can developthe common area 210 commonly. Further, the game field 200 comprises afirst indicator 212 and a second indicator 214. Herein, the firstindicator 212 is employed to indicate a direction of a home area for anactive user (e.g., the home area 202 for the user A) and the secondindicator 214 is employed to indicate a direction of the common area 210for an active user. Alternatively, an active user can directly interactwith the first indicator 212 to render the game field 200 with therespective home area and with the second indicator 214 to render thegame field 200 with the common area. Notably, if the user A move therendered game field 200 (e.g., by dragging or scrolling) to any of left,right, up or down directions, the indicators 212 and 214 also moveaccordingly to persistently indicate direction of the home area 202 andthe common area 210 for the user A, even if the home area 202 and/or thecommon area 210 may not be visible in the rendered game field 200.

Referring to FIG. 3, there is shown a graphical representation of a gamefield 300 around a home area (such as, the home area 202) of an activeuser (like the user A) as would be rendered on a graphical userinterface associated with a display (such as the display 108 of FIG. 1)of a computing device (such as the computing device 102 of FIG. 1), inaccordance with an embodiment of the present disclosure. As illustrated,the game field 300 comprises a first character 302. Further, the gamefield 300 comprises multiple target objects such as a first targetobject 304 (a first house), a second target object 306 (a second house)and a third target object 308 (a library). Further, the game field 300comprises multiple resource objects, such as a first resource object 310(a forest with collection of trees), a second resource object 312 (afish pond) and a third resource object 314 (a farm). Further, the gamefield 300 comprises a base object 316, such as a dining table. Further,the game field 300 comprises a storage object 318, such as a warehousefor wood storage.

Notably, the first character 302 can perform an action on one or more ofthe target objects 304, 306 and 308, the resource objects 310, 312 and314, the base object 316 and the storage object 318 to perform one ormore actions. Herein, the action related to the first target object 304and the second target object 306 may include building or upgrading therespective house and the action related to the third target object 308may include building or upgrading the library; the action related to thefirst resource object 310 may include cutting trees to extract woodresource, the action related to the second resource object 312 mayinclude fishing to extract fish resource and the action related to thethird resource object 314 may include farming to extract food resource;the action related to the base object 316 may include feeding the firstcharacter to replenish its energy; and the action related to the storageobject 318 may include storing the extract resources for later use.

Further, as illustrated, the user interface comprises a first characterindicator 320. The first character indicator 320 displays informationpertaining to the first character 302. The information comprises one ormore of a name of the first character 302 (namely, “MAXX”), an energylevel of the first character 302, a skill level of the first character302 and information about predetermined resources (such as, tools)possessed by the first character 302. In the illustrated example of FIG.3, the first character 302 is shown performing an action around thesecond resource object 312 (i.e. the fish pond). Notably, the firstcharacter indicator 320 further displays information pertaining tocurrent activity of the first character 302, for example by a sign, suchas a fish sign 322 (as shown), depicting that the first character 302 isperforming the action of fishing around the second resource object 312(fish pond).

Furthermore, the user interface comprises a timer device 324 rendered onthe display to present an elapsed time of execution of the job relatedto the current activity or action of the first character 302. In anexample, the fishing action for retrieving one resource takespredetermined amount of time for the first character 302 such as 60seconds. Herein, the timer device 324 is filled up to about one-third ofthe time device, thereby indicating that about 20 seconds have elapsedfor the fishing activity by the first character 302.

Referring to FIG. 4A, there is shown a graphical representation of agame field 400 around a home area (such as, the home area 202) of anactive user (like the user A), in accordance with an embodiment of thepresent disclosure. In particular, FIG. 4A depicts selection by apointer device 402 of a first character 404 on a display (such as thedisplay 108 of FIG. 1) of a computing device (such as the computingdevice 102 of FIG. 1). As illustrated, the first character 404 isrendered next to a first target object 406 (a first house), which isnotably the initial position of the first character object 404. Apointer device 402 (like tip of a finger) is used to apply pressure onan area of the display of the computing device, where the firstcharacter 404 is rendered. The first character 404 is selected to becontrolled or moved to a second target object 408. In some examples, asillustrated, the first character 404 is also highlighted upon selectionthereof.

Referring to FIG. 4B, there is shown a graphical representation of thegame field 400 around the home area of the active user, in accordancewith an embodiment of the present disclosure. In particular, FIG. 4Bdepicts a movement of the pointer device 402 towards the second targetobject 408 (over the display) while maintaining the selection of thefirst character 404. Herein, the pointer device 402 is moved along thedisplay without releasing the applied pressure and while maintaining themovement. An indicator 410 (here, an arrow) is presented on the displaywhile the pointer device 402 is in a selecting state and being moved byapplying pressure. Notably, an origin 412 of the indicator 410 isdisposed at an initial position (near the first target object 406) ofthe first character 404 on the display. The end of the indicator 410comprises a directional shape 414 (depicted as an arrow-head). Further,the directional shape 414 is configured to follow the pointer device 402as it is moved from the initial position on the display. In an example,as the pointer device 402 is moved, the directional shape 414 of theindicator 410 is modified in such a way that the directional shape 414of the indicator 410 follows the pointer device 402.

Notably, the indicator 410 can be long or short and can point to anydirection from the first character 404. Furthermore, the pointer device402 can be moved in all directions on the display to select a desiredtarget object. When the directional shape (arrow-head) 414 of theindicator 410, points at a particular target object, the target objectis highlighted indicating selection. As shown, the directional shape(arrow-head) 414 of the indicator 410 points at the second target object408. The second target object 408 is highlighted to indicate that it hasbeen selected by the user. Furthermore, the second target object 408 ishighlighted only when the pointer device 402 is within a predetermineddistance of the second target object 408. Notably, the first character404 is not set into motion from the initial position until the pressureis released from the display of the computing device. In the presentexample, the second target object 408 is a house to be upgraded to nextlevel.

Referring to FIG. 4C, there is shown a graphical representation of thegame field 400 around the home area of the active user, in accordancewith an embodiment of the present disclosure. In particular, FIG. 4Cdepicts a movement of the first character 404 towards the second targetobject 408 on the display when the pointer device 402 is released. Asshown, the user interface represents a final position of the firstcharacter 404 via a path 416 after the pointer device 402 is released.When the pressure is released from the display, the first character 404is set into motion and follows the path 416. As shown, the firstcharacter 404 is rendered next to the second target object 408 followingthe path 416. Notably, a job associated with the second target object408 is assigned to the first character 404. It may be appreciated thatthe time required by the first character 404 to move from the firsttarget object 406 to the second target object 408 may be dependent on acharacteristic of the first character 404 and/or the game play.

Referring to FIG. 4D, there is shown a graphical representation of thegame field 400 around the home area of the active user, in accordancewith an embodiment of the present disclosure. In particular, FIG. 4Cdepicts an upgraded second target object 418 (house) after the executionof the assigned job by the first character 404 by updating apresentation thereof. As shown, the upgraded second target object 418generally covers a larger structural area, an improved structural designdepicting the upgradation of the second target object 408 (of FIG. 4C)to the upgraded second target object 418.

Referring to FIG. 5A, there is shown a graphical representation of agame field 500 around the home area of the active user, in accordancewith an embodiment of the present disclosure. In particular, FIG. 5Adepicts movement of the first character 502 towards the second targetobject 504, from the first target object 506 on the display, forexecution of a job related to the second target object 504. In anexample, the time consumed by the first character 502 to execute thegiven job related the second target object 504 may be, for example, 60seconds with its skill level. The timer device 508 represents that thefirst character 502 has already consumed about 10 seconds. Therefore,the first character 502 will require an additional 50 seconds to executethe job related to the second target object 504. Further, at least oneother character 510 (hereinafter, sometimes, referred to as secondcharacter 510) is assigned the same job related to the second targetobject 504 to accelerate the job execution, thereby reducing the totalamount of time required for completion of the job.

Referring to FIG. 5B, there is shown a graphical representation of thegame field 500 around the home area of the active user, in accordancewith an embodiment of the present disclosure. In particular, FIG. 5Bdepicts execution of the job of updating the second target object 504 bythe second character 510, in addition to the first character 502, toaccelerate the completion of the job related to the second target object506. In an example, the second character 510 may have the same skilllevel as the first character 502. Therefore, the first character object502 and the second character 510 together may complete the job in 25seconds, instead of 50 seconds needed by the first character 502.

Referring to FIG. 6, there is shown a schematic illustration of userinterface rendering a skill level tree 600 to be unlocked by thecharacters during the course of the game, in accordance with anembodiment of the present disclosure. As shown, the skill of using ahand net 602 is locked. As soon as the home area associated with a userhas cumulatively unlocked the tool of hand net 602, the hand net 602 isavailable for all character objects of the corresponding home area toperform the action of fishing in a resource object, such as a fish pondin a more efficient manner. In an example, the skill level for thefishing activity may be improved with unlocking of the hand net 602 foreach of the character objects having access to the hand net 602.Similarly, a skill of farming 604, a skill of using axe 606, a skill ofusing boots 608 are locked in a particular level. As soon as the levelsupgrade, the respective skills are unlocked and are available to thecharacter objects for utilization. In an example skill of using boots608 or using axe 606 can not unlocked before previous level skill ofusing hand net 602 is unlocked.

Referring to FIG. 7, there is shown a flowchart of a method 700 forfacilitating user interactions in a gaming environment, in accordancewith an embodiment of the present disclosure. At step 702, a selectionby a pointer device of a first character on a display of a computingdevice is detected. At step 704, a movement of the pointer device on thedisplay towards a target object on the display while maintaining theselection of the first character is detected. At step 706, an indicatoron the display while the pointer device is in a selecting state andbeing moved is presented. An origin of the indicator is disposed at aninitial location of the first character on the display and extendingtoward an end of the movement of the first character or a currentposition of the first character, the end of the indicator comprising adirectional shape. The directional shape is configured to follow thepointer device as it is moved from the initial position on the display.At step 708, it is detected that the pointer device is within apredetermined distance of the target object. At step 710, whether a jobto be executed with respect to the target object is capable of beingexecuted by the first character is determined. At step 712, the targetobject on the display when the pointer device is within thepredetermined distance and the first character is capable of executingthe job is highlighted. At step 714, the first character to the targetobject when the selecting by the pointer device is released and thepointer device is within the predetermined distance is assigned. At step716, the first character is caused to execute the job with respect tothe target object. At step 718, a presentation of the target object onthe display to present a result of the executed job is updated.

Modifications to embodiments of the present disclosure described in theforegoing are possible without departing from the scope of the presentdisclosure as defined by the accompanying claims. Expressions such as“including”, “comprising”, “incorporating”, “have”, “is” used todescribe and claim the present disclosure are intended to be construedin a non-exclusive manner, namely allowing for items, components orelements not explicitly described also to be present. Reference to thesingular is also to be construed to relate to the plural.

The invention claimed is:
 1. A computer implemented method, comprising:detecting a selection of a character in a graphical user interface of adisplay of a computing device; detecting a movement along a path on thegraphical user interface, on origin of the path being in proximity tothe character following the selection; presenting an indicator on thegraphical user interface display, an origin of the indicator beingdisposed at an initial location of the character and extending along thepath in a direction of the detected movement; detecting an object on thegraphical user interface in a direction of the path and away from theorigin; determining a job to be executed with respect to the detectedobject; detecting a function of the character capable of executing thejob; highlighting the object when the object is within a predetermineddistance from the path and the detected function of the character iscapable of executing the job; assigning the character to the object whenit is detected that the movement stops while the object is withinpredetermined distance; and causing the character to execute the jobwith respect to the object; and updating a presentation of the object onthe display to present a result of the executed job.
 2. The computerimplemented method according to claim 1, wherein assigning the characterto execute the job comprises causing the character to reposition on thegraphical user interface from the initial location to a position nearthe object.
 3. The computer implemented method according to claim 2,wherein causing the character to execute the job further comprisescausing the character to reposition from the object to a resource on thegraphical user interface, the resource object being configured toprovide resources for the character to execute at least one task of thejob at the object.
 4. The computer implemented method according to claim3, further comprising causing the character to retrieve at least oneresource related to the job from the resource and transport the at leastone resource from the resource object to the object.
 5. The computerimplemented method according to claim 4, further comprising causing thecharacter to execute at least a portion of the job with respect to theobject with the at least one resource.
 6. The computer implementedmethod according to claim 5, further comprising causing the character toreturn to the resource to retrieve at least one other resource from theresource if the job being executed is not complete.
 7. The computerimplemented method according to claim 1, further comprising causing thecharacter to relocate to a base periodically from the object whileexecuting the job.
 8. The computer implemented method according to claim1, further comprising presenting a timer device on the graphical userinterface, the timer device being configured to present an elapsed timeof execution of the job.
 9. The computer implemented method according toclaim 1, wherein the job comprises a predetermined number of tasks, andwherein a task of the predetermined number of tasks is configured torequire a predetermined amount of time.
 10. The computer implementedmethod according to claim 9, wherein the character has a predefinedskill level, the predefined skill level defining a first time requiredfor the character to complete a task of the job.
 11. The computerimplemented method according to claim 10, further comprising increasinga skill level of the character, wherein increasing the skill level ofthe first character causes the character to perform the task in a secondtime, the second time being less than the first time.
 12. The computerimplemented method according to claim 8, further comprising increasing aspeed with which the character is configured to execute the task whenthe character acquires a predetermined resource from the resource. 13.The computer implemented method according to claim 1, further comprisingcausing the character to transport at least one item that is a result ofa task to a storage facility.
 14. The computer implemented methodaccording to claim 13, further comprising causing the character toretrieve an item from the storage facility and transport the item to asecond object on the graphical user interface and causing the characterto execute an action on the second object with the item, wherein apresentation of the second object is updated on the display to reflectthe executed action.
 15. The computer implemented method according toclaim 1, further comprising: detecting a selection of at least one othercharacter on the graphical user interface; detecting a second movementon the graphical user interface towards the object while the at leastone other character is selected; detecting that the second movement iswithin the predetermined distance from the object; determining that theat least one other character is capable of executing a task for the jobrelated to the object; highlighting the object when the second movementis within the predetermined distance and it is determined that the atleast one other character is capable of executing the task; assigningthe at least one other character to the object when it is detected thatthe second movement stops within the predetermined distance; and causingthe at least one other character to execute the task with respect to theobject.
 16. The computer implemented method according to claim 15,wherein the task executed by the character and the task executed by theat least one other character are cumulatively executed with respect tothe object.
 17. The computer implemented method according to claim 16,wherein the task executed by the character is different from the taskexecuted by the at least one other character.
 18. The computerimplemented method according to claim 15, wherein the character isconfigured to execute and complete a first task for the object within afirst predetermined time period and the at least one other character isconfigured to execute and complete a second task for the object within asecond predetermined time period.
 19. The computer implemented methodaccording to claim 1, wherein updating the presentation of the object onthe graphical user interface to present a result of the executed jobfurther comprises: determining that a predetermined number of tasks ofthe job have been executed; and updating the presentation of the objectfrom a first level to a second level when the predetermined number oftasks are completed within a predetermined time period for the job. 20.A computing device, comprising: a display; and a computing hardwareoperable to execute a software product, wherein executing the softwareproduct results in generating and rendering a graphical user interfaceon the display, the graphical user interface being configured tofacilitate user interactions, the computing hardware, the softwareproduct and the graphical user interface being implemented in a gamingenvironment to: detect a selection of a character in a graphical userinterface of a display of a computing device; detect a movement along apath on the graphical user interface, on origin of the path being inproximity to the character following the selection; present an indicatoron the graphical user interface display, an origin of the indicatorbeing disposed at an initial location of the character and extendingalong the path in a direction of the detected movement; detect an objecton the graphical user interface in a direction of the path and away fromthe origin; determine a job to be executed with respect to the detectedobject; detect a function of the character capable of executing the job;highlight the object when the object is within a predetermined distancefrom the path and the detected function of the character is capable ofexecuting the job; assign the character to the object when it isdetected that the movement stops while the object is withinpredetermined distance; and cause the character to execute the job withrespect to the object; and update a presentation of the object on thedisplay to present a result of the executed job.